Difference between revisions of "MoveTo - ObjectReference"

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imported>Plplecuyer
 
imported>Goggle
m (→‎Notes: Note about a bug with this function.)
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#Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically.
#Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically.
#If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen.
#If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen.
* This can cause the pip-boy model to display incorrectly when MoveTo is called on the player.[https://community.bethesda.net/message/242050#242050 Source]


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
*[[MoveToMyEditorLocation - ObjectReference]]
*[[MoveToMyEditorLocation - ObjectReference]]

Revision as of 11:24, 14 August 2016

Member of: ObjectReference Script

Moves this reference to the location of the target reference, with the specified offset.

Syntax

Function MoveTo(ObjectReference akTarget, float afXOffset = 0.0,
  float afYOffset = 0.0, float afZOffset = 0.0, bool abMatchRotation = true) native

Parameters

  • akTarget: The target reference to move this one to.
    • Note: This can accept non-persistent references in containers. In which case the object is moved to the container's location (and not into the container).
  • afXOffset: How much to offset the move in the X direction.
    • Default: 0.0
  • afYOffset: How much to offset the move in the Y direction.
    • Default: 0.0
  • afZOffset: How much to offset the move in the Z direction.
    • Default: 0.0
  • abMatchRotation: Whether the moved object should match the rotation of the target object or not
    • Default: True

Return Value

None.

Examples

; Move Bob to his house, designated by a marker
Bob.MoveTo(BobsHouseMarker)


; Move Bob to his house, but don't match the rotation of the marker
Bob.MoveTo(BobsHouseMarker, abMatchRotation = false)

Notes

  1. Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically.
  2. If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen.
  • This can cause the pip-boy model to display incorrectly when MoveTo is called on the player.Source

See Also